float4x4 World;
float4x4 View;
float4x4 Projection;
float numColor;
float index;

struct VertexOut
{
    float4 Pos : POSITION;
    float4 Color : COLOR;
};

VertexOut VShader(float4 Pos : POSITION)
{
    VertexOut Vert;
    float4x4 Transform;

    Transform = mul(World, View);
    Transform = mul(Transform, Projection);
    Vert.Pos = mul(Pos, Transform);

	if(index == 1)
	{
		Vert.Color = float4(numColor, 1, 0, 1);
	}
	if(index == 2)
	{
		Vert.Color = float4(0, numColor, 1, 1);
	}
	if(index == 3)
	{
		Vert.Color = float4(1, 0, numColor, 1);
	}
	

    return Vert;
}

technique FirstTechnique
{
    pass FirstPass
    {
        Lighting = FALSE;
        ZEnable = TRUE;

        VertexShader = compile vs_2_0 VShader();
    }
}